IATF arenas have 4 throwing lines:

1. The solid Red Foot Fault line

2. The solid Black Hatchet throwing line

3. The dotted, thin Blue Big Axe throwing line

4. The solid Yellow Perimeter line

These lines must be painted on the grounds of all IATF members venues to ensure throwing distances and safety regulations are properly followed.

1. The Red Line

The Red Foot Fault line serves as a safety mechanism to ensure players remain a minimum distance from target while throwing.

1. The thrower must remain behind the red line until both throwers have completed their throw.

2. The edge of the red line nearest the target is measured at 110" (279.5 cm) from the subframe of the target, as if the subframe reached all the way to the ground.

3. The red line must be 6" (15 cm) thick to be clearly visible to throwers and painted across the entire width of the throwing arena.

2. The Black Line

The Black Hatchet throwing line is where players will throw their hatchet from. This line is also the foot fault line when throwing Big Axe.

1. When a thrower prepares for their throw, their back foot must begin completely behind the black line.

2. The edge of the black line nearest the target is measured at 170" (432 cm) from the subframe of the target, as if the subframe reached all the way to the ground.

3. The black line must be 10" (25.5 cm) thick and 52" (132 cm) in length from left to right.

4. The black line must be centered on the center of the bullseye.

1. This means that measured from the center of the black line there must be 26" (66 cm) on the left and 26" (66 cm) on the right, split evenly from the center of the bullseye.

3. The Blue Line

The Blue Big Axe throwing line is where players will throw their Big Axe from.

1. When a thrower prepares for their throw, their back foot must begin completely behind the blue line.

2. The edge of the blue line nearest the target is measured at 220" (559 cm) from the subframe of the target, as if the subframe reached all the way to the ground.

3. The blue line must be 2" (5 cm) thick and is 52" (132 cm) in length from the left to right.

1. This means that measured from the center of the blue line there should be 26" (66 cm) on the left and 26" (66 cm) on the right, split evenly from the center of the bullseye.

4. The blue line should be dotted to illustrate it is not always in use.

4. The Yellow Line

The Yellow Perimeter line is a visual separation between throwers and spectators.

1. The distance of the yellow line may vary by a few inches venue to venue, as it is not related to the mechanics of throwing an axe, but is an important representation of where the throwing arena begins.

2. People not competing in the current match are not to cross the yellow line.

The following diagram represents a bird’s eye view of a single axe throwing lane, with all the lines painted on the ground. All measurements are taken from the back of the plywood backboard as if it reached all the way to the ground.

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1. Target Rings

1. The centre of the bullseye sits in the centre of the middle 2×10 [note that a 2×10 is actually 9 1/2 inches wide thereby making the centre 4 5/8″]:

1. Bullseye is 7″ in diameter;

2. Red (3 point ring) is 17″ inches in diameter;

3. Blue (1 point ring) is 27″ inches in diameter . See image 3.2-A below

2. The centre of the bullseye measures 63″ from the floor;

3. Left or right side boards may be mounted at varying heights on the backboard to keep knots away from point areas:

1. Sideboards are always mounted blank so their height position doesn’t affect the location of the Clutch or point areas.

Image 3.2-A

2. Clutches™*

1. The diameter of the Clutch is 2 inches;

2. The innermost edge of the Clutch sits 4 ¼ inches from the seam between the side and centre 2×10:

1. The centre of the Clutch is 5 ¼ inches in from the seam, and 40 ½ inches from base of target face board. That means the base of the Clutch 39 ½ from the base of the target face board. See image 3.2-B below

*Clutch: the term ‘Clutch’ is a registered trademark of BATL Global Corporation, used under license to the International Axe Throwing Federation and its members.

Image 3.2-B

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1. Sub-frame

1. All International Axe Throwing Federation targets require at least one 1 ½ inches deep sub-frame layer directly behind the backboard; whether targets are mounted on a concrete wall, or on an A-frame. A thickness of 4 ½ inches is recommended, which is the equivalent of three 2×10 boards laid flat. This layer will consist of softwood (eg: spruce, pine, poplar, cottonwood, etc.) See Image 3.1-A below

2. The base of the sub-frame should be 39 inches off the floor. There is an allowance for the 39 inches if the ground surface is uneven. The base of the backboard is to be mounted flush with the base of the subframe. The backboard is generally ¾ inch plywood cut to 4×4 feet.

2. Target

1. The target surface comprises three 2×10 boards cut to 4 foot lengths. These boards are mounted vertically and flat against the backboard, as well as flush with the base of the backboard and sub-frame. See image 3.1-B below

1. The centre 2×10 must be mounted in line with the vertical centre of the backboard. A level should be used to ensure the centre 2×10 is straight;

2. The centre of the bullseye must be measured to the centre of the 2x10x4;

3. The remaining 2x10x4 boards are mounted on either side of the centre board. There must be no gaps in the target, so make sure the boards are firmly pressed against the centre board before fastening to the backboard.

2. Each target must have an additional 4 foot length of wood mounted on either side of the three primary 2x10s. These outer edge boards serve to hold the existing target in place upon axe impact. As a result, the quality of wood used is not important so long as there is one smooth 4 foot length to press firmly against the existing target boards.

This diagram illustrates standard sub frame construction. Also note that the sub frame, backboard and targets boards are all mounted flush at the bottom.


Please note:


The target may be constructed from flat boards (of any size or dimension) end-boards, or stumps, or contain target lines created via projector, only so long as the entirety of these targets strictly conform to the IATF guidelines regarding the placement and measurements of the target rings and Clutches, as well as being positioned the appropriate distances from our sanctioned throwing and safety lines. 

Image 3.1-B

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Scoring during playoffs has a few variations when compared to regular season scoring; all other rules remain unchanged:

1. Players are allowed warm up throws prior to playoffs beginning and 3 practice throws before their first official match of the night.

1. There are no practice throws allowed once a player has completed their first match of the night, as per standard rules.

2. These 3 practice throws can be taken even if that particular player has a bye from the first round of competition and their opponent has no practice throws left.

2. Each round in a playoff match must have a winner:

1. If a round ends in a tie, it moves immediately to a Big Axe tiebreaker to determine the winner of the round:

1. Big Axe format and scoring during playoffs remains the same as regulation Big Axe scoring.

2. Players are allowed a single warm up throw prior to their first Big Axe tiebreaker within that playoff session.

3. During playoffs, total score is not relevant if a match becomes ‘out of reach’ (greater than a 7 point lead moving into the 5th throw, greater than a 13 point lead moving into the 4th throw) for the trailing player:

1. If a round is out of reach, play moves immediately to the next round, regardless of how many axes have been thrown in the round;

1. ie. it is the 5th axe of a round and Player A is up by 8 points, Player B cannot win, so the round is over and players progress to the next round (if necessary.)

2. If a match is out of reach regardless of how many rounds have been thrown in the match, the remainder of the match is not played:

1. ie. in a best 3 of 5 match, Player A has won the first 3 rounds, the final 2 rounds are not played as Player B cannot win the match.

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League playoffs are arranged as a double elimination tournament with a 16 player maximum size (there is no minimum size):

1. Double Elimination means players must lose twice to be eliminated from the tournament. The first loss will send a competitor into the B Bracket. The second loss will remove them from the bracket altogether.

2. The final match will always be between 1 undefeated competitor (who remained in A Bracket) and a competitor that has suffered 1 previous loss (the in-so-far winner of B Bracket):

1. This means the player entering with a previous loss must defeat the undefeated player in two full sets to constitute two losses.

3. Tournament rounds 1 through 6 of a 16 player playoff bracket are best 3 out of 5 rounds.

4. Tournament rounds 7 through to the finals of a 16 player playoff bracket are best 4 out of 7 rounds.

5. The top seeded competitor in each grouping of simultaneous players selected to play the next match has choice of the Half Arena they prefer for their match:

1. This does not refer to choice of Lane which is decided through Rock-Paper-Scissors or other randomizing method, as per usual.

The following images represent samples of a standard 16 person double elimination tournament bracket. The top image is the winners bracket (i.e. ‘A bracket’) and the bottom picture is the losers bracket (i.e. ‘B bracket’); the numbers below each column represent the sequence in which matches should be played.

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1. Axe Throwing Style and Rotation

1. An IATF regulation throw may be thrown in any one of three ways:

1. two hands, over the head;

2. one hand, over hand;

3. one hand, under hand;

2. When a player gets ready for their throw and is in their throwing stance, the blade of the axe must be facing away from the body of the thrower. Any throwing stances that start with the blade of the axe facing away from the target are not permitted;

3. The axe must make roughly one rotation before impact for a throw to count.

2. Foot placement and throw motion when using a standard throwing axe

1. When setting up to throw, the player indicates they are ready to throw by pausing with at least one of the player’s feet planted completely behind the black throwing line (ie; with no portion of the back foot touching or crossing the black line)

1. ‘Planted’ means a stationary placement; there is no requirement for the entire foot to be flat on the ground, merely a portion of it must be in contact with the ground (ie; simply the toes, just the heel, etc.)

2. A player’s lead foot may be on top, beside, behind, or in front of the black line.

3. The planted (back) foot may be planted off center to the left or right of the black line, as long as it is still entirely behind the back of the black line in relation to the target.

2. During the throwing motion, the player may take one step and one step only, once past the black line

1. This motion applies to either foot (lead foot or back foot),

2. Once the stepping foot is taken completely off the ground, or slid forward and replanted, the player must make an attempt to ensure that the toe of their trailing foot does not surpass the toe of their stepping foot, however, so long as the heel of their trailing foot does not surpass the toe of the stepping foot, that throw will be considered legal.

3. The axe release may happen at any point during the motion, however, must be released before pausing at the end of the stepping motion.

4. Once the throw is complete, neither foot may leave the ground until either:

1. both player's axes are at rest, either in the target or on the ground, or

2. the throwing player has completed their throw and registered a noticeable pause to mark the end of their throwing motion. If their opponent has still not thrown their axe, the player may retreat back towards their black line.

5. If an identified medical condition causes a one step throw to be impossible for a given player, the IATF venue or match official may make a reasonable accommodation for that player during league play.

3. The Red Foot Fault Line

1. The red foot fault line is a solid red line between the throwing block and target:

2. Players must not touch or cross the red foot fault line until both players have thrown their axes:

1. After throwing there must be a noticeable pause from both throwers before crossing the red foot fault line to approach the target, if there is no pause, it will count as a fault, even if they are the second player to throw.

3. The penalty a player receives from a foot fault increases with the number of times they fault during that particular session of play:

1. On the first fault, the player forfeits any score attained on the throw where the fault occurred;

2. On the second fault, the player forfeits the remainder of the throws within the round where the fault occurred;

3. On the third fault, the player forfeits the match in which the fault occurred and if that fault occurs during league regulation play they are done throwing for the night:

1. This could also count as an absence if that player is not able to make up any of their unplayed matches on another night (ie; being required to leave on Week 7 of league with matches remaining.)

4. Faults reset each session of play.

4. In a playoff or tournament scenario, the 3 fault rule still exists for that session and if a third fault occurs, that player forfeits and is considered out of playoff or tournament contention.

4. Crossing the Red Foot Fault Line

1. On any throw the red foot fault line may only be crossed by either player to clarify the point value of the axe thrown, not when actually throwing an axe:

1. both throwers must acknowledge that the fault line will be crossed before either player approaches the target. This indicates that play has stopped.

2. if the player is taking a closer look to confirm point value, they may do that while leaving the axe in target, report the point value, then cross the fault line back to the throwing line and only then may the second player take their next throw, after which both players may approach and retrieve their axes under standard fault line rules.

3. if a device is needed, that may be called, again acknowledging that play has stopped:

1. Once measured by a third party that axe may be removed from the target and returned to the player before their opponent throws their next axe.

2. This is contrary to standard rules where an axe must remain in a target until both players have thrown and registered their scores, however, since a measurement was asked for and confirmed, there is no longer a need for that axe to remain in the target during this scenario.

5. Foot placement and throw motion when using a Big Axe

*Foot placement rules for Big Axe are identical to standard rules, replacing the black throwing line with the blue Big Axe line and replacing the red foot fault line with the black throwing line acting as the Big Axe foot fault line.

1. When Setting up to throw at least one of the player’s feet must be planted completely behind the blue Big Axe throwing line (ie; with no portion of the back foot touching or crossing the blue line)

1. ‘Planted’ means a stationary placement; there is no requirement for the entire foot to be flat on the ground, merely a portion of it must be in contact with the ground (ie; simply the toes, just the heel, etc.)

2. A player must then Establish themselves as a thrower. This requires the player to make a noticeable pause in their stance prior to beginning their throw motion.

1. ‘Walk up’, ‘walk through’ or ‘Shuffle’ throws that don’t establish a player as a thrower by pausing before they throw are no longer permitted.

3. During the motion to throw the axe, the player may take one step and one step only.

1. This motion may encompass either foot (lead foot or back foot), however, once the stepping foot is taken off the ground and replanted, a trailing foot may not pass beyond the replanted one and neither foot may leave the ground again until both axes are at rest, either in the target or on the ground.

2. Triple Jump’ style throws where there are multiple steps involved in the throwing motion are not permitted.

6. The Big Axe Fault Line

1. When throwing Big Axe, the black throwing line is the Big Axe foot fault line:

2. Players must not touch or cross the black foot fault line until both players have thrown their axes:

1. If a player touches or crosses the black line while throwing, it counts as a fault;

2. If a fault occurs, the throw the fault occured on becomes an automatic zero and play continues.

3. After throwing there must be a noticeable pause before crossing the black foot fault line to approach the target, if there is no pause, it will count as a fault.

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Please Note: All IATF organizations may adopt their own attendance policies regarding league attendance and forfeits. If they choose to do so, it is up to their league runners, match officials, or venue management to communicate any and all differences in comparison with the IATF’s recommended policies to their players.

1. Attendance

1. All players are subject to a 1.5 hour limitation on late arrivals on a league night, or the need to leave early:

1. The league will accommodate lateness of up to 1.5 hours after official league start time;

2. Players that need to leave early must commit to staying at least 1.5 hours after official league start time;

3. If a player arrives more than 1.5 hours late into the official league time, thus breaking the 1.5 hour rule, then their opponents may leave at that 1.5 hour mark and the absence will count against the late player – not the player who was on time and decided to leave early having completed all other matches;

4. If a missed match is not successfully completed by the end of Week 7, then the latecomer would receive a forfeit loss.

2. On the other hand, if a player leaves less than 1.5 hours from league start time, and before finishing their matches, or accommodating late comers who arrive within the 1.5 hour rule, then that player becomes responsible for all matches missed and will be marked absent.

3. Exceptions may be given to the 1.5 hour rule but only with the consent of that player’s opponents that night, as well as with League Runner approval.

2. Absences

1. All players may miss 1 week of regulation play per season without notification and make up those matches over the following weeks:

1. Players may miss additional weeks of play with a minimum notice of 1 week;

2. This does not apply to week 7 however, as there are no further weeks to make up matches;

3. Players that miss week 7 will forfeit any unplayed matches.

2. Players that miss more than 1 week of regulation play without advance notice will forfeit all matches scheduled during additional weeks missed:

1. i. Notice must be given in time to play matches that will be missed during the week prior to planned absence;

1. i.e. If Player ‘A’ will be missing week 6, then they must notify their League Runner with enough advance notice to play those matches on week 5, with the 1.5 hour rule remaining in effect;

1. ii. Matches that will be missed due to advance notice may be distributed over the weeks prior to, and after, the scheduled absences.

3. Forfeits

1. Players that win by forfeiture without play will receive the standard 2 points per win and their average score thrown that week will be applied to that match:

1. This average includes all matches thrown that week, whether originally scheduled, or made up from other weeks.

2. The player who receives the forfeit loss will earn 0 game points, but their average score per game played will remain unchanged.

3. In the event that two players miss a single scheduled match on the same or separate weeks, and it cannot be made up by the end of regular season play, the following are possible outcomes:

1. If Player A misses a match during week 6 but has provided proper absence notification, moving the match to week 7, and their opponent is present week 6, but misses week 7 without proper notification, Player A will receive the forfeit win and Player B receives the forfeit loss;

2. If Player A misses a match without absence notification on week 6, and Player B is in attendance week 6 and has provided proper notification they are going to be absent on week 7, Player A, regardless if they are in attendance week 7 or not, will forfeit the match as they did not provide proper notification and Player B will receive the forfeit win;

3. If Player A and Player B both miss a match scheduled on week 7, then both players will forfeit that match and receive a forfeit loss:

1. This also applies if both players missed an earlier scheduled match that was then moved to week 7, and both miss the rescheduled match.

4. The present player who receives a forfeit win may request the option of ‘forfeit with play’ to allow them to play out the forfeited match against a random opponent.

1. This match will be considered an automatic win, regardless of points scored within the match but those points will count towards a player’s season.

2. A league runner or match official may deny this request based on time limitations during a given league night.

4. Playoff Attendance

1. If a player that has made the playoffs is not present for competition, then all players below their rank move up one position in standings:

1. i.e. if the player in 15th place is not competing, the player ranked 16th now takes the 15th place position and 17th place moves up to 16th place, etc.

2. If a competing player is attending but arriving late, then the tournament continues on schedule and the player will forfeit their first match if they do not arrive on time, thereby moving them to the B bracket:

3. If the same competing player is not on time for their B bracket match, then they will forfeit that match and are out of playoffs competition.

4. For playoffs, the 1.5 hour allowance for lateness does NOT apply.

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1. Premier League Rules are the same as the standard league rules with the following exceptions:

1. Scoring

1. Rather than Majority rules scoring, in Premier league rules, each throw receives the point value for the lowest point area it is touching.

1. For example, that means that a player may only receive a bullseye if the axe 100% in a given point value and not crossing into another point area. If any of the axe blade (as measured on the surface of the target) crosses into a lower point area, the throw receives that lower point value. This logic follows for any throws crossing into more than one point area.

2. As per standard league rules, the paint ring counts as part of the higher point value.

2. Clutch

1. While standard clutch rules apply regarding how and when a clutch may be called within a match, in Premier Rules either an axe must come to rest with the blade breaking the top and bottom plane of the Clutch box found inside the Clutch circle ('breaking' these points is measured against the face boards of a target while the axe is at rest) for that throw to count for 7 points.

  1. If the axe has broken both these planes, this clutch attempt succeeds and the player scores 7 points.
  2. A Touch Clutch is scored like a Standard Clutch and counts for 5 points. See section 1.3.3.3.

Premier Clutch Dimensions

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1. Point Values

1. The bullseye or black ring is worth 5 pts;

2. The middle or red ring is worth 3 pts;

3. The outer or blue ring is worth 1 pt;

4. The green dot in each upper corner of the target, or Clutch™ is worth 7 pts.

2. Clutch™

1. Players must declare their intention to throw for Clutch before they throw, also referred to as ‘Calling Clutch’ or to ‘Call Clutch’;

2. Players can only throw for Clutch on the 5th and final throw of each round;

3. An accidental Clutch is not valid, even on a 5th throw. No Clutch Call means no points;

4. Once Clutch is called, only the Clutch point area is valid and all other point areas (1, 3 and bullseye) are worth zero points (meaning that if a player calls for Clutch but hits a bullseye, they receive no points.)

3. The Majority Rule

1. All scoring is based on where the majority of the blade lands and stays in the target;

2. Once the axe has stuck in the target the majority of the blade is measured along the side of the blade at the surface of the target.

See Image 1.3-A below

1. Any amount of blade buried deep into the target past the surface is not relevant; the measurement happens at the surface the target

2. If players cannot agree on how to score a specific throw or throws, they must call for a third party measurement using the device;

3. Clutch is an exception to the majority rule:

1. When throwing for Clutch, as long as any part of the axe blade is breaking the green Clutch paint at the surface of the target, the throw is good and counts for points:

1. Green paint refers to the originally drawn circle that represents the Clutch and not any paint drips or deviations from that circle;

2. If paint is missing from the circle due to being knocked out by previous throws, players are to use the assumption of the originally drawn circle (ie. imagining the circle is fully intact).

3. If players cannot agree on how to score a specific throw or throws, they must call for a third party measurement using the device;

Image 1.3-A

4. Drops

1. If the axe strikes the target and falls, or sticks in the target and then falls out, it is worth zero points, no matter how long the axe has stuck in the target before falling:

1. This includes any axe that falls out at any time before the thrower has approached the target and pulled their axe from it;

2. This also includes any axe waiting to be measured by the device.

3. If the axe falls from the target as a third party is actively measuring the throw (meaning the device is out and at the axe blade) then the thrower receives the lower point value of the two being measured:

1. This is because the thrower is responsible for throwing well enough to have a solid stuck axe to be measured, but in case of third party error, if the axe has stuck up until the point of measurement they will receive the lesser value rather than zero;

2. If a player rushes to the target to prevent a wobbling axe, they must

1. Never do so before their opponent has thrown their axe that round.

2. Still obey the ‘pause’ rule, preventing a foot fault (see section 1.6)

5. Device

1. The device is a set of calipers used to determine the point value of an axe that has landed crossing two scoring rings when the point value is unclear based upon where the majority of the axe lies:

See Image 1.3-B below

1. A ‘device’ or measurement may be called by either thrower in the match or performed at the League Runner’s discretion.

2. A third party must use the device to measure the axe blade. Competitors cannot use the device to measure for points in their own matches;

3. If the thrower being measured removes their axe from the board before the measurement is complete, they receive the lower point value of the values in debate.

4. When measuring an axe blade that has landed across two point areas, always use the outer edge of the paint line (the one farther from the center of the target) as the border for measuring point value;

5. Axes are measured against the face of the target, regardless if there are cuts or pieces missing from the face boards of the target itself.

6. If the Device is called and the axe falls out of the target before the third party arrives at the target surface with the Device then it is worth zero;

7. Again, if the axe falls from the target as the third party is actively measuring the throw (meaning the device is out and at the axe blade) then the thrower receives the lower point value of the two being measured:

1. This is because the thrower is responsible for throwing well enough to have a solid stuck axe to be measured, but in case of third party error, if the axe has stuck up until the point of measurement they will receive the lesser value rather than zero;

8. If a device is called and the thrower who is being measured takes the axe out of the target, the thrower being measured gets the lower point value.

Image 1.3-B: An example of a standard set of calipers, used to measure precisely the amount of axe blade within a target area.

9. The straight yellow line represents the blade of a stuck axe at the surface of the target, with the device measuring from the outside edge of the paint inward. In this example, the majority of the blade is within the bullseye, so 5 points are awarded.

6. Declaring your intention for Final Axe

1. Once reaching the 5th throw of any given round in regular play, both players are encouraged to confer with each other about their intentions for their final axe. At that time:

1. Players may declare their intention to call Bullseye,

2. Players may declare their intention to call Clutch,

3. A player may decide to not make a call at this time, waiting to hear what their opponent intends to throw first or simply wanting their opponent to throw first.

2. If both players agree on a course of action, regardless if those actions are different, and that is made clear to the scorekeeper, players may proceed with their final throws.

3. If both players cannot agree on a course of action, cannot decide their throw order within a round, or both refuse to declare their intention, this will be considered a ‘stalemate’ and will be resolved by:

1. The point leader of that round being required to make their call and throw first; or,

2 If there is no point leader in that round, the leader in rounds won over the course of the match will be required to throw first; or,

3. if both players are in a true tie, then both players will be forced to throw for bullseye and Clutches will be considered dead.

4. After the players have discussed their calls with each other, agreed on their courses of action and mutually made those calls official to the scorekeeper of the match, these decisions are considered ‘locked in’.

5. Locked in calls, once confirmed with the scorekeeper, can be changed or rescinded if both players mutually agree to make a change together.

6. If a competitor throws their final axe in a round without conferring with their opponent or scorekeeper and without calling Clutch, that throw is a regular throw and not a Clutch attempt by default regardless of whether or not their axe hits the Clutch.

7. If a competitor calls Clutch and throws without conferring with their opponent or scorekeeper, that throw is considered a Clutch throw and scored accordingly. Their opponent may then decide whether they want to also throw for Clutch or simply throw for bullseye.

7. Big Axe Tiebreakers

Reminder: As of spring 2021, ‘paint then points’ has been eliminated for all league throwing, regardless of ruleset. This was the process of throwing three axes that only needed to stick within the blue target ring to count as a good throw before going to the standard scoring system for the tie breaker. This is no longer the case, and instead, Big Axe tie breakers are always standard point scoring.

1. Players use Rock-Paper-Scissors or another randomizing method to determine who throws first prior to beginning the tiebreaker: winner chooses whether they wish to throw first or second;

2. Players are allowed 1 practice throw prior to their first Big Axe tiebreaker in a night and none thereafter.

3. Players alternate one throw each per Big Axe round

4. A Big Axe round is played in “sudden-death” fashion, highest scoring throw wins;

1. If Player A scores a 5 and Player B, scores a 3 or lower, Player A wins;

2. If both players score equal point values then they throw again;

3. Play continues until players throw unequal scores and a winner is declared;

5. Clutch can be called on any Big Axe throw during the tiebreaker under the following conditions:

1. Throwers must have thrown a bullseye, scoring a 5 in the tiebreaker round before being able to call a Big Axe Clutch in the same match tiebreaker.

2. Once both players have thrown a bullseye, each scoring a 5 at some point in that tie breaker, Clutch can then be called.

1. After a Clutch attempt, if players decide to go back to points, they must bull-in again before being able to attempt Clutch again.

2. If a plater misses 3 consecutive Clutch attempts, they must throw for a Big Axe bullseye in order to unlock Clutch again.

3. The missed throws must be consecutive. If a thrower misses two Clutches, then hits a Clutch, the tally resets.

3. If bullseye has not been successfully thrown in a tiebreaker, Clutch cannot be called during the round by that player.

4. This process will repeat during each Big Axe round a player finds themselves in during a match.

8. Declaring your intention for Big Axe Tie Breakers

1. Players use Rock-Paper-Scissors or another randomizing method to determine who throws first prior to beginning the tiebreaker: winner chooses whether they wish to throw first or second;

2. With Big Axe tiebreakers both players are encouraged to confer with each other about their intentions. At that time:

1. Players may declare their intention to call Bullseye,

2. Players may declare their intention to call Clutch (if they have already hit a bullseye as outlined in Big Axe Tiebreaker rules above)

3. The player that has been determined to throw second (through Rock-Paper-Scissors, coin flip, etc.) may decide to not to declare their intention at this time, waiting to see what their opponent throws first.

1. This player must declare their intention before they throw

4. The player that has been determined to throw first (through Rock-Paper-Scissors, coin flip, etc.) must make their call to the scorekeeper, even if their opponent has decided not to declare their intention at this time.

3. After the players have made their calls official to the scorekeeper of the match, these decisions are considered ‘locked in’.

4. Locked in calls, once confirmed with the scorekeeper, can be changed or rescinded if both players mutually agree to make a change together.

*Clutch: the term ‘Clutch’ is a registered trademark of BATL Global Corporation, used under license to the International Axe Throwing Federation and all of its members.

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1. Standard Match Format

1. Every regular season match outside of playoffs consists of 3 rounds:

2. Each round consists of 5 throws per player, per round;

3. Players must win 2 of 3 rounds to win the match;

1. In regulation competition players always throw all three rounds, regardless if one player has won the first two rounds, winning the match;

2. Tracking of total points over the course of 15 throws is mandatory in all regulation matches;

3. If a player wins a round and ties the other two rounds this is still considered a match win as they have won the plurality of the rounds in that match.

4. Players switch lanes between each round (after every 5 throws);

5. If players are tied in rounds won at the end of three rounds, a Big Axe tie breaker occurs to determine a winner. Ties in rounds won can occur if;

1. Each player has won 1 round, lost 1 round and tied 1 round;

2. Players have tied each of the three rounds.

3. Scoring breakdown for Big Axe Tiebreakers is found in Section 1.3.7

2. Scorekeeping

1. During league play, each player is responsible for relaying their scores accurately to the scorekeeper and their opponent.

1. A league runner may device any throw at any time to confirm its accuracy.

2. Each player must confirm the score of any throw spanning more than one point value with their opponent before relaying them to the scorekeeper.

1. If players cannot agree on the value of a throw, they must call for a third party measurement using the device.

3. A third party league member is encouraged to keep score during any given match, however, players are ultimately responsible for keeping track of which throw they are on within a round and how far along they are in a match.

4. Players may pause to check their score, throw number, or rounds won at any time during a match with the scorekeeper.

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